Star Wars: Raiders of the Lost Empires

Character Creation

This is an Indiana Jones meets Firefly action-based campaign. You will live on the Mynock and your job, along with the other players, will be to go on-world and complete assignments such as finding lost artefacts in dangerous locales. Think about what would be useful and appropriate for that sort of thing.

Characters will begin at level 11 (now 12). Anyone who wishes to take GM-permission classes like Jedi Knight, etc., may go ahead and do so. The class name does not reflect the character. I.e. having Jedi class levels does not make you a Jedi, sticking feathers up your butt does not make you a chicken, and so on.

You may have a 30 point buy for your Abilities. If you would prefer to roll, you may roll 4d6-lowest 7 times choosing the best 6, but this must be done in my presence. If you roll, you may not choose to take the point buy instead if you don’t like the roll. There will be no re-rolls.

You may choose to take the average hit point rolls (rounding down). If you choose to roll, you must do so in front of me and take the results, even if they’re worse.

I know kicking butt is awesome; however, if your build is a ludicrous breaking of the rules based around some unforeseen-by-the-developers combo, or a stupid feat/power that we all know is stupid (such as Fool’s Luck for Jedi), I may ask you to change your build. I love combos, and I encourage you to make capable characters, but I’m putting this in here as a disclaimer that I doubt I will ever need. And you all know exactly the kind of filth I’m talking about.

Force users will be allowed, and I don’t care how many there are, but think hard about why you’d be on the ship if you’re a Jedi or Sith or Whatever. Read the wiki and ponder.

Think about why you’d be on the Mynock and what you could bring to the ship that would be useful, then whack it in your Bio.

I’d like everyone’s sheets written on the site in your Description. I know it’s a pain, but it will make my life that much easier when plotting the campaign. If you really must keep it secret, then put it in the GM-only section.

You may have 5000 credits to play with. Armour is half the price it is in the books.

Athletics, as a skill, will include: jump, climb and swim all rolled together.